某个特定着色器所需的着色器功能。功能即位标志。
None | 无着色器要求。 |
BaseShaders | 表示需要基本着色器功能、Shader Model 2.0 级别。 |
Interpolators10 | 指示着色器必须具有 10 个插值器。 |
Interpolators32 | 指示着色器必须具有 32 个插值器 |
MRT4 | 指示着色器必须具有多个渲染目标(至少 4 个),以便支持最多可以输出 4 个值的片元着色器。 |
MRT8 | 指示着色器必须具有多个渲染目标(至少 8 个),以便支持最多可以输出 4 个值的片元着色器。 |
Derivatives | 表示片元着色器中需要偏导 (ddx/ddy) 指令支持。 |
SampleLOD | 指示着色器需要在具有显式 Mipmap 级别的片元着色器中支持纹理采样。 |
FragCoord | 表示片元着色器中需要像素位置 (SV_Position) 输入支持。 |
Interpolators15Integers | 表示着色器必须总共具有 15 个整数和插值器。Unity 将它们捆绑在一起,因为 GPU/API 极不可能只具有其中的一部分。 |
Texture2DArray | 表示着色器需要 2D 数组纹理。 |
Instancing | 指示着色器必须支持 SV_InstanceID 着色器输入。 |
Geometry | 表示需要几何着色器支持。 |
CubeArray | 表示着色器需要立方体贴图数组支持。 |
Compute | 表示需要计算着色器支持。 |
RandomWrite | 表示着色器需要具有随机写入纹理 (UAV) 支持。 |
TessellationCompute | 指示着色器需要支持使用计算着色器进行控制点处理的曲面细分。Metal 图形 API 需要此功能才能支持曲面细分。 |
TessellationShaders | 表示着色器需要支持使用外壳和域着色器阶段的曲面细分。 |
SparseTexelResident | 指示着色器需要支持稀疏纹理以及用于返回驻留信息的采样指令。 |
FramebufferFetch | 表示着色器必须支持帧缓冲提取(这是具有输入+输出片元着色器颜色参数的能力)。 |
MSAATextureSamples | 表示着色器需要具有 MSAA 纹理样本的访问权限。 |
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